- Once we've got our ambient occlusion and normal going,…we can start to add in some metallic glints on the stone.…You may say, "Wait a sec.…This is stone.…I didn't think there's any metal in it."…But what we really need is that metal value…to control little glinting highlights…across that stone in an otherwise rough and muted surface.…I'll take a look at some reference imagery on this…and see what we need to do with our metallic values.…I'm here on the Eldorado Stone site again,…looking at images of that Santa Barbara Ashlar in place.…We can see primarily, it's, well, a muted, chiseled surface.…

We do see once in awhile is a little bit of a glint…depending on the angle we're seeing the stone from.…It's got a light luminous quality to it.…We can see in here, there's places…where we should see a little bit more of a shine,…right at the top of this stone, for example.…Little bits in here that would be flecks,…that just catch the light.…No necessarily a metal,…but we'll use our metallic values for that.…Back here in Substance Designer then,…

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7/24/2017

Creating procedural materials is an important part of a modern visualization workflow. In this course, learn how to quickly create a variety of architectural materials in Allegorithmic Substance Designer, for application in design-visualization projects. Structured as a series of case studies on common material types such as mosaic tile, wood tile flooring, and woven mesh, this course incorporates techniques for crafting custom materials as needed for a design while staying true to the manufacturer's intentions. Discover how to create height, normal, and ambient occlusion maps for your substances, mask pattern components to simulate custom material blending such as mixed tile, test your materials in Unity to see how they'd appear in a real-time application, and more.